Do the simulated economies of on-line virtual worlds allow modeling of real economies?
The author of
this paper thinks so. In the course of asking the question, normal issues of definition arrives one of them being "what constitutes a virtual world? The author outlines five specific attributes that I'll paraphrase below:
- Interactivity
- Persistence
- Mass
- Multimedia
- Productivity
Interactivity: It's accessed remotely (i.e. by an internet connection) and simultaneously by a large number of people, with the actions of one person being visible to, and affecting the actions of, other people.
Persistence: the virtual world continues to exist whether anyone is using it or not; it
remembers the location of people and things, as well as the ownership of objects
Mass: this attribute refers to both the virtual world having achieved mass-market ( large number of users) and the physical meaning of mass, i.e. ‘weight,’ it's bound by physical rules such as impenetrability, gravity, etc.
Multimedia: each user interfaces with the environment through an avatar, or inworld physical manifestation, using multiple sensory inputs such as graphics, text, and audio; however, this need not necessitate a first-person interface. Thus, textbased environments such as multi-user dungeons (MUDs),5 while they may encourage economic behavior as well, are not considered.
Productivity: each user has the capacity to contribute to the type or number of goods and services within the environment, either through offering specific services to other users, combining resource goods to create other goods, or through retrieving resources from environment-generated phenomena. Since chat-based environments would not produce the kind of economic behavior sought—productive behavior—they would be excluded.
Over all, I generally like the list. It's only the last item, productivity, that I have trouble with. In order for a virtual world to be realistic or enjoyable, I'm not sure that that its citizens have for other members of the virtual world. I suppose that at one level coming into a virtual world to only be a consumer (i.e. purchasing services or objects created by others) adds to overall productivity as it brings money into the virtual economy that allows other members to be productive.
What do you think the attributes of an online virtual world are?